Tag: App Store Birthday »

Over one million apps have made their way onto the App Store during its five years of existence. A million. That's a pretty miraculous number when you think about it. However it's not the amount of apps we have to pick from that I find so fascinating, but rather just how much things have changed since 2008. Pickings were comparatively slim at first, and many developers were just starting to dip a toe in the waters of Apple's new smartphone.

On top of that, the technology itself has changed tremendously in a relatively small amount of time. It makes me wonder if anyone from 2008 would even recognize current iOS devices, and by extension the App Store. Would a newer Apple initiate have any idea what they were looking at if they somehow managed to take a trip to five years ago? I think it warrants a look at how the hardware, the App Store, and the apps contained within it have evolved.

2008 - The Beginning of the Beginning

The App Store's first year was a rough but promising one. The iPhone 3G rolled out to coincide with Apple’s new software venue and the original iPhone was still viable. The iPod touch was also present and accounted for, while the second generation appeared closer to the end of the year. Even at this point many developers were eager to push these early iOS devices to their limits, to make them more than just a phone or an .mp3 player with a fancy screen.

Handy apps like Pandora Radio, Last.FM, Facebook, and Yelp were to be expected, but that didn't make them any less impressive to have on a handheld platform. Others such as the intuitive personal organizer Evernote, the eerily accurate song-identifying app Shazam, eWallet’s convenient and secure account password management, and MLB At Bat with its extensive baseball coverage further capitalized on the particulars of the hardware and its general portability. Of course there were also some pretty unnecessary options out there, too. Flashlight kind of served a purpose but was also fairly pointless. It wasn't as bad as stuff like More Cowbell!, though.

At the same time, the games available on the App Store were beginning to show people that "mobile" didn't have to equal "mediocre." Sure there were a few simple ports of the odd classic such as Ms. PAC-MAN, Vay, and Scrabble, but there were also some impressive iOS renditions of popular console games like Super Monkey Ball coming out. Potential mobile gamers also had a few really special titles such as Galcon and Fieldrunners to tide them over. When all was said and done there were over 7,500 apps on the App Store by the end of the year, with more being added every day.

2009 - Moving Right Along

The following year saw even more impressive releases as Apple's digital marketplace began to expand. The second generation of iPod Touch was the bright and shiny new toy at the time, but it was followed shortly by the iPhone 3GS in June while the latest and greatest third generation Touch closed out the year in September. It all meant better processors, better CPUs, more advanced operating systems, and so on. All stuff that developers needed to acclimate to, but also stuff that meant they could push their boundaries even further. There was no loss of steam when it came to content, either: the App Store finished off 2009 with well over 100,000 apps available.

Many of the basic smartphone necessities were covered, but there was room for so much more. Especially while the technology was improving. Plenty of people used their iPhones as phones, sure, but with the addition of Skype they were able to enjoy the added functionality of instant messaging and voice chat without cutting into their data plans (so long as a wifi connection was present). Big companies were really starting to take notice as well. That same year Starbucks and many other big businesses threw their virtual hats into the ring with their own apps designed to make life a little bit easier for their iOS-using customers. Practicality was also becoming an even bigger focus. The Kindle app gave iOS users a practical e-reading option, and Dropbox was there being Dropbox. By which I mean "an awesome and super-convenient way to transfer files between multiple platforms." And this same level of refinement could be seen creeping into the games as well.

So many of the App Store's most notable games and franchises came out around this time. It was almost a mobile rennaisence of a sort. This was the year Real Racing first blew mobile gamers' minds, even causing some of them to question the legitimacy of in-game video footage until they were able to see the finished product for themselves. Zenonia was just a fledgling action RPG at the time, and while a lot of people liked it I doubt they knew just how many sequels it would spawn. The same goes for Pocket God, although with updates rather than multiple releases. Flight Control began to eat away at peoples' free time, Angry Birds and Doodle Jump hit it big (like, super big), and Myst and The Sims 3 further displayed the potential for major releases on mobile platforms. Oh, and Canabalt almost single-handedly invented and popularized a genre.

I've been in love with video games for over 25 years, ever since the heyday of the Nintendo Entertainment System. And while the technology has been advancing exponentially ever since, one thing has been constant: my envy of video game reviewers. These were people who were paid to play video games and then write about them. How freaking cool is that??

I idolized everyone who worked for Nintendo Power, IGN, GamePro, EGM, and later Play, Game Informer, OPM, and so on. I'd dreamed of being able to do the same thing myself but it was always one of those "there's no way, but it would be cool if" kind of dreams. At least until I actually started doing it when I more or less tumbled into writing for Crush! Frag! Destroy!

I'll never forget the years I spent at CFD! - first as a contributor, then as Managing Editor/website mom. They were instrumental in helping me put together a sizable and diverse body of work that included console, PC, mobile, AAA, and indie games. I got to talk to game developers. I received review copies (FREE review copies) of games like Persona 3 Portable, Dragon Age, and Mass Effect 2. I went to Pax East one year and felt like a friggin' badass. However it wasn't until I got myself an iPhone 3GS, crossed my fingers, and sent a resume off to 148Apps that I really started to live the dream.

Much to my amazement I was brought onboard almost immediately as a freelancer. Suddenly I was making money--real money--reviewing video games (and apps). After a few months, a senior writer position opened. Then I crossed my fingers for a second time as I expressed an interest, and was again amazed at how quickly I was given the go-ahead. That was two years ago, and things have only gotten more amazing since then.

Thanks to 148Apps and the existence of the App Store, I've been able to write about games (and apps!) to my heart's content and pay some bills in the process. I've been able to meet and interview some great developers, both from the indie scene and from big name studios. I've been invited to special press-only preview events. Some developers have come to me specifically so that I can critique (not just review but actually critique) their works in progress. I've come to understand and appreciate just how influential, creative, and downright fun iOS games can be. And I've made some really great friends that I've never actually met in person along the way, too.

If it weren't for the App Store and 148Apps I honestly have no idea what I'd be doing now. Maybe I'd still be writing gratis while waiting for my big break. Maybe I'd have given up on the dream and focused on something a little more "realistic." Thankfully I don't have to worry about any of that because I'm already doing it. And I'm going to keep doing it no matter what.

The App Store has been around for five years, and in that time its library has grown from just under a thousand titles to over a million. Even with so many releases (and more on the way) there are still a fair number of developers - prominent, indie, or otherwise - who haven't gone near it. Why have some embraced the App Store while others have hesitated? Why are there still so many talented people, whose games would be a great fit for iOS, not releasing their games for the platform? I reached out to a number of developers, some who have and some who haven't released games on iOS, to try and figure it out.

The Initial Draw

With such a big install base (600 million devices sold and 575 million user accounts) and a unified operating system, it's only natural for many a developer to find the App Store appealing. Especially if the popularity or puslisher support for certain platforms starts to wane. Daniel Steger of Stegersaurus Games has been doing pretty well on the Xbox 360's Xbox Live Indie Games marketplace, but lately it's looking like Microsoft might be pulling the plug on the once indie-friendly venue. "iOS has been seen as one option because it has many consumers and seems to fit the scale of games I enjoy making," Steger said, "Frameworks like Xamarin's Monotouch could also make porting my games from XBox to iPhone fairly pain-free which is an added bonus as I could continue creating games for both platforms."

Daniel Steger/Steger Games

It was the portability and popularity of Apple's iOS devices that first attracted ISOTX's Jeroen Roding to the App Store. "The iPad is something you have with you all of the time, it is accessible at any given time of the day," Roding said. "The average revenue per unit is pretty high and the whole shop backend is easy for the users." It wasn't just the install base, either. As a developer for Facebook games there was also cross-platform integration to consider that would allow users to "start the game on PC and Mac and finish it while on their tablet," he said.

Both Marios Karagiannis from Karios Games and independent programmer Suraj Gregory-Kumar attribute their initial interest to the App Store's popularity as well as Apple's certification process. According to Karagiannis, "Companies that consider creating casual games for mobile devices cannot really afford to skip the App Store," since he considers it to be "the biggest, more consistent app store of the 3 major platforms right now." Gregory-Kumar agrees, but views the situation from a more practical standpoint. "I own an iPhone and wanted to venture in to unknown territory," said Gregory-Kumar, "but more over it was a way of showing those around me the games I could produce, since the device is portable and easy to show off."

Suraj Gregory-Kumar

As for getting apps certified, Karagiannis considers it to be a necessary buffer. "Remember that the lack of any kind of certification means in practice that a VERY large number of apps are utterly useless - including malicious apps." In other words it's like the Wild West. However, that also means getting something approved for the App Store can take a little while, as Gregory-Kumar recalls. "The App Store approval process is something which takes a lot of consideration, as the app must meet their strict guidelines, otherwise the app is declined."

Mike Roush, co-founder of Gaijin Games, has a slightly different perspective on the matter. BIT.TRIP BEAT has been on the App Store since 2010, however he doesn’t feel like they’ve had much involvement in it’s App Store appearance. “I don't really feel like Gaijin Games made the game, seeing as it was a port of the Wii version.” Roush said, noting that Namco’s involvement with publishing and co-developing the port attributed greatly to his feeling of detachment. He also believes they could take advantage of the shift in App Store shopper preferences from the quick and casual games of the early years to something more complex. “Nowadays," Roush said, "it seems to me that people are interested in deeper, richer and more polished experiences.”

Reservations

As appealing as any development platform might be there are always going to be a few aspects that give someone pause. Apple's certification process, while a welcome buffer for some, becomes an unnecessary barrier for others. Daniel Steger had this exact problem when he attempted to move a few of his Xbox Live Indie Games to iOS. "I spent some time porting my game engine to work with Monotouch," Steger said, "Unfortunately, after all that time I did not account for Apple's sensitivity when approving games." The first game he had attempted to port was rejected three consecutive times; the last of which was anything but constructive or informative. "I was told not to submit the game again, as it would never get approved."

Jane V./Price Rhythm

He tried to make the best of it by porting two other games, both of which did fairly well on Xbox Live and were, in fact, approved for the App Store, but it just wasn't enough. "They were quicker ports just trying to make the best out of a bad situation," he said. Unfortunately, while these games performed well on Xbox Live they didn't even come close to recouping the time and money spent porting them to iOS in the first place. He's been understandably hesitant to port any other projects ever since. Jane V from Price Rhythm was also initially put off by the approval process. "I am holding myself from developing games because I believe that in order to succeed in it and make the "killer" game, you have to make it really beautiful and engaging." She said, "This requires a lot of graphical capabilities, marketing budgets and etc that a lot of indie developers just don't have."

Marios Karagiannis/Karios Games

Jeroen Roding, Marios Karagiannis, and Suraj Gregory-Kumar, on the other hand, were more concerned about the development tools themselves. Gregory-Kumar wasn't much of a Mac user initially and was also worried about budgeting on top of his unfamiliarity. "Fortunately, my husband is an Apple fan so his Mac came in handy." Gregory-Kumar said, "With the Unreal Engine you need a windows machine to install the software, and a mac to submit it, so developing using this process without the technology would prove costly." Roding, on the other hand, was limited to his prior experience with developing browser-based games. "We didn't really have the experience at the time to get our game functioning on iOS." Roding said, "Now we are working with scaleform and Unity in order to get the game running smoothly on iOS and retaining the same value on PC and Mac."

Marios Karagiannis, however, has had a fair bit of experience in designing for mobile ever since 2011. Although it was for Windows Phone. A platform he picked mostly due to the accessible development tools. "XNA was providing (at the time) an excellent game development framework for indies and Microsoft was really pushing for the platforms, which gave me a lot of perks." He was also a little preoccupied at the time, what with pursuing his PhD and all. "Revenue as well as user acquisition was not my number one priority," Karagiannis said, "I opted for having fun creating my games while making them available through a number of people through a centralized store at the same time."

Jeroen Roding/ISOTX

Mike Roush was mostly concerned about he and his team’s extensive background in console development, as mobile platforms are something of a different beast. The App Store is also a fairly unpredictable marketplace. “If we invest a significant amount of money into an iOS project and it doesn't hit, then we are in trouble.” Roush said. There was also a lot less pressure for their games to succeed because they were a much smaller studio at first. “We had no fear of failing because our office burn-rate was around $1000.00. We didn't really have much to lose and we could function on very little.”

Coming Around

Even though they've had issues or reservations in the past, everyone agrees that there are some qualities the App Store possesses that made (or will make) it worth the effort. Even Daniel Steger hasn't totally written off Apple's mobile platforms. "I wouldn't say an attempt to return to iOS is out of the question," Steger said, "but there are a few places that take priority because of my experiences." He's been attempting to use Steam Greenlight to release his most recent project, Mount Your Friends, on PC and has been eyeing Google Play for another go at mobile devices. He'd still be willing to give Apple another shot, however. "If I heard Apple was being more transparent now on their review criteria, or heard that my old, rejected submission to the app store would be considered today by Apple that may influence a return." Suraj Gregory-Kumar is simply looking forward to more time to learn, and hopes that Apple eventually opens up iOS to other development tools. "It would be easier being able to use a windows machine to develop for Apple (using Xcode/Objective-C)," he said.

Mike Roush/Gaijin Games

Marios Karagiannis and Jeroen Roding are pretty much on-board already thanks to Apple's install base. Since finishing his PhD last December, Karagiannis Has found that his priorities have been changing. "App Store users seem to be willing to pay more than Android users." His biggest theory on this phenomenon has to do with the install base on Android versus iOS. "While on paper Android users are many more," Karagiannis said, "the average Android user uses an old device and is used to getting all of their apps for free." Of course a similar case could be made against iOS users, but there definitely seems to be a more universal acceptance of $0.99 releases on the App Store. Roding is more interested in the number of iOS users rather than the particulars of the App Store's economics. "From a marketing point of view we really liked the average revenue per unit and the fact that we can reach a larger audience." Roding said, "Also looking at the numbers for PC gamers having access to or owning a tablet are really good, around 30% of the PC gamers now owns a tablet."

Karagiannis concurred. "Apple's ecosystem proved to be quite robust and iOS as a gaming platform seems to be one step away from being the most successful gaming platform at the moment, including game consoles and PCs," Karagiannis said. Mike Roush feels the same way, and has high hopes for Gaijin Games on the App Store. “We are actually working on the iOS version of Runner2 (it's super amazing btw). I would be willing to bet, from here on out, every game we make will be on an iOS device.” Roush said, “You just can't argue with the number of iOS units currently in the hands of people.”

The App Store turns five this week, and we'll be taking a long look back at this disruptive force in the way we use our mobile devices. Back in 2008, when the App Store launched, we had no idea how far it would come in such a short time, but hindsight is a good thing.

During that time, there have been a ton of apps that changed and improved the state of the art. Here, then, are ten that we think really matter, apps that had an effect on our lives, even now. Apps that changed the landscape of what we expected from a mobile device, and gave us new ways of interacting, sharing, and understanding our world.

Instagram

The grandaddy of social image sharing, Instagram created, with an ease of use and pretty image filters, a whole new social network based on images. In an era of Facebook (who eventually bought the service) and Twitter, that was no small feat.

Snapchat

While derided as a possible porn-chat app, Snapchat took a single idea and refined it to a razor's edge: take a picture, caption it, and share with your friends. Then, zen-like, that picture disappears. The hidden potential in this app caught on with young and old alike, changing the way we communicated with pictures. Without an archive, Snapchat lets users freely share what they might not otherwise.

Whatsapp

Here's an app that allows anyone on any platform to exchange messages with anyone else on any other platform. In a world where you're just as likely to have friends using Android or Blackberry as iOS, this was a revelation. Many other apps tried something similar, but Whatsapp has the userbase and an easy to use, intuitive app that brought it to the forefront. Now we can stay in touch with all our friends and family, regardless of platform, for free.

Camera+

The photographer's photography app, Camera+ fairly invented iPhoneography, letting iPhone users capture and edit better photos than the built in app with ease. Since its launch, the app has kept pace with upgrades in technology and the camera lenses in each iteration of iPhone, empowering real photographers and talented amateurs alike. Heck, they even pioneered using the volume button as a shutter release, until Apple shut that down, only to use it in the built-in Camera app.

Dropbox

Before Google Drive, before iCloud, there was Dropbox, a service that mirrors your documents across computers with a simple, unified login. The Dropbox app on the iPhone took the same, intuitive simplicity and allowed us all to access and edit the same documents on the go as easily as doing so on our Macs and PCs.

Evernote

Take notes, save pictures, record audio, bookmark websites. Do this on any device you own: Mac, PC, iPhone, iPad, Android. Evernote has become the de facto standard for network-connected note taking, and much more. You can use this app to write a shopping list on your computer, and then pull it up on your iPhone while at the store. You can collaborate with others on documents, sharing notes and notebooks with ease.

Shazam

Ever been in the car when a song comes up on the radio and you just can't remember the artist that performed it? Hold your iPhone up, launch Shazam, and let the app magically recognize the music, returning the artist name, album, and easy-purchase buttons for the iTunes store. Newer features include movie preview recognition with links to more information, and television ads that, when recognized, provide links to vendor websites. It's magical technology at its best.

InstaPaper

Marco Arment created Instapaper as a basic web app, single handedly creating the "read it later" market that many other apps now compete for. Arment started the service in 2008, built the iPhone app himself, and saw the service grow far beyond his initial vision. He's subsequently sold the app to another company, who promise to maintain and improve it as we continue forward.

Waze

Waze was one of the first social mapping and traffic app, allowing users to share road conditions with each other while on the go. It may be one of the most unappreciated apps on this list, but it continues to serve a loyal and vocal user base, providing real-time help from users to help us all plan the best route possible.

Foursquare

The check-in craze started here, with Foursquare. Becoming the mayor of a location, along with various gamification features, provided a stickiness not seen before the apps release. Even with privacy concerns dogging its every step, Foursquare has managed to remain in the public imagination as the way to let our friends know where we are at any given time.

Flipboard

RSS is great, as are Twitter and Facebook feeds. But what we really want is a place to see all of those things at once, published in a slick, easy to use layout. Enter Flipboard, still the best darn social news reader around. It makes the various web sites and social feeds we all rely on much prettier and interesting to look at, letting us keep up to date without having to dip into several different apps to do so.

Pandora

Founded as a streaming internet radio service on the web, Pandora made the transition to iOS brilliantly, becoming a force to reckon with in the competitive streaming music market, as well as a household name known by one and all. While other services continue to chip away at the venerable service, offering on-demand music access, Pandora continues to be the music access app of choice on iOS devices everywhere.

Urbanspoon

Can't decide where to eat? Shake your iPhone and Urbanspoon will randomly choose a restaurant nearby that matches your criteria of price, cuisine, and distance. Released in August of 2008, Urbanspoon was the first app on the App Store to combine GPS location data with a database of local dining and drinking establishments, creating a loyal community that reviewed meals, restaurants, and service for other users.